#pragma once
#include "Vertex.h"
#include <vector>
#define uint unsigned int
namespace NBE
{
	struct RenderObject
	{
		std::vector<Vertex> vbo;
		std::vector<uint> ibo;

		int vbo_id;
		int ibo_id;
		int texId;
		int shader;

		void deleteBufferObjectData()
		{
			vbo.clear();
			ibo.clear();
		}

		RenderObject():vbo_id(-1),ibo_id(-1),texId(-1),shader(-1)
		{}
		~RenderObject(){}
	};
	
}